CCOG for MM 221 Winter 2025


Course Number:
MM 221
Course Title:
Game Level Design
Credit Hours:
3
Lecture Hours:
30
Lecture/Lab Hours:
0
Lab Hours:
0

Course Description

Analyzes levels used in modern video games. Integrates both functional and aesthetic level design, level pacing and flow, player goals, and fun factor. Prerequisites: MM 121 or instructor permission, and (WR 115 and RD 115) or IRW 115 and MTH 20 or equivalent placement. Audit available.

Intended Outcomes for the course

Upon completion of the course students should be able to:

  • Use the elements of design, theory, flow, and storytelling that make a successful game level.
  • Utilize a variety of level editors to create content for modern games.
  • Develop a professional game level incorporating critical design elements.
  • Test levels for balance, flow, and appeal.

Course Activities and Design

Course material will be presented in a lecture format. This course is designed to maximize learning through the use of strategies such as outcome based instruction, collaborative learning, contextual application and performance based assessment. Lecture material will consist of discussion, diagrams, multimedia, and other educationally sound practices. Other activities will include hands-on utilization of production software. Demonstration and handout materials will be provided.

Outcome Assessment Strategies

Assessment will be based upon a combination of in-class participation, attendance, examinations, and quality of the multimedia project(s). Determination of problem solving skills, team work, and communication skills may also be included.

Course Content (Themes, Concepts, Issues and Skills)

1. LEVEL DESIGN CONCEPT
1.1. Theory
1.2. Escapism
1.3. Challenge
1.4. Entertainment
1.5. Storytelling
2. LEVEL DESIGN ANALYSIS
2.1. Existing game analysis – what makes successful levels
2.2. Documenting favorite levels
3. LEVEL EDITORS
3.1. Computer gaming content creation
3.2. Games with built in level editors
3.3. Community created levels and their success
3.4. Working with existing editors
3.5. Tools provided for level design artists
4. DESIGNING LEVELS
4.1. From idea to paper
4.2. Drafting concepts and illustrating player goals
4.3. The importance of modularity
5. LEVEL CREATION
5.1. Making the concept into reality
5.2. Overcoming technical limitations
5.3. Flexibility of design and flow
6. LEVEL TESTING
6.1. Bug and glitch searching
6.2. Exploits
6.3. Fun factor and goals met
6.4. Uploading to community
6.5. The importance of critical feedback
7. PROGRESSING AS A LEVEL ARTIST
7.1. Practice and Observation
7.2. Community profiles and reputation